package game.block; import java.util.List; import game.entity.item.EntityFalling; import game.entity.npc.EntityNPC; import game.entity.types.EntityLiving; import game.inventory.Container; import game.inventory.ContainerRepair; import game.inventory.InventoryPlayer; import game.item.CheatTab; import game.item.Item; import game.item.ItemStack; import game.material.Material; import game.model.Model; import game.model.ModelProvider; import game.model.ModelRotation; import game.model.Transforms; import game.properties.IProperty; import game.properties.PropertyDirection; import game.properties.PropertyInteger; import game.tileentity.IInteractionObject; import game.world.BlockPos; import game.world.Facing; import game.world.IWorldAccess; import game.world.State; import game.world.World; public class BlockAnvil extends BlockFalling { public static final PropertyDirection FACING = PropertyDirection.create("facing", Facing.Plane.HORIZONTAL); public static final PropertyInteger DAMAGE = PropertyInteger.create("damage", 0, 2); public BlockAnvil() { super(Material.anvil); this.setDefaultState(this.getBaseState().withProperty(FACING, Facing.NORTH).withProperty(DAMAGE, Integer.valueOf(0))); this.setLightOpacity(0); this.setTab(CheatTab.tabTech); } public boolean isFullCube() { return false; } /** * Used to determine ambient occlusion and culling when rebuilding chunks for render */ public boolean isOpaqueCube() { return false; } /** * Called by ItemBlocks just before a block is actually set in the world, to allow for adjustments to the * IBlockstate */ public State onBlockPlaced(World worldIn, BlockPos pos, Facing facing, float hitX, float hitY, float hitZ, int meta, EntityLiving placer) { Facing enumfacing = placer.getHorizontalFacing().rotateY(); return super.onBlockPlaced(worldIn, pos, facing, hitX, hitY, hitZ, meta, placer).withProperty(FACING, enumfacing).withProperty(DAMAGE, Integer.valueOf(meta >> 2)); } public boolean onBlockActivated(World worldIn, BlockPos pos, State state, EntityNPC playerIn, Facing side, float hitX, float hitY, float hitZ) { if (!worldIn.client) { playerIn.displayGui(new BlockAnvil.Anvil(worldIn, pos)); } return true; } /** * Gets the metadata of the item this Block can drop. This method is called when the block gets destroyed. It * returns the metadata of the dropped item based on the old metadata of the block. */ public int damageDropped(State state) { return ((Integer)state.getValue(DAMAGE)).intValue(); } public void setBlockBoundsBasedOnState(IWorldAccess worldIn, BlockPos pos) { Facing enumfacing = (Facing)worldIn.getState(pos).getValue(FACING); if (enumfacing.getAxis() == Facing.Axis.X) { this.setBlockBounds(0.0F, 0.0F, 0.125F, 1.0F, 1.0F, 0.875F); } else { this.setBlockBounds(0.125F, 0.0F, 0.0F, 0.875F, 1.0F, 1.0F); } } /** * returns a list of blocks with the same ID, but different meta (eg: wood returns 4 blocks) */ public void getSubBlocks(Item itemIn, CheatTab tab, List list) { list.add(new ItemStack(itemIn, 1, 0)); list.add(new ItemStack(itemIn, 1, 1)); list.add(new ItemStack(itemIn, 1, 2)); } protected void onStartFalling(EntityFalling fallingEntity) { fallingEntity.setHurtEntities(true); } public void onEndFalling(World worldIn, BlockPos pos) { worldIn.playAuxSFX(1022, pos, 0); } public boolean shouldSideBeRendered(IWorldAccess worldIn, BlockPos pos, Facing side) { return true; } /** * Possibly modify the given BlockState before rendering it on an Entity (Minecarts, Endermen, ...) */ public State getStateForEntityRender(State state) { return this.getState().withProperty(FACING, Facing.SOUTH); } /** * Convert the given metadata into a BlockState for this Block */ public State getStateFromMeta(int meta) { return this.getState().withProperty(FACING, Facing.getHorizontal(meta & 3)).withProperty(DAMAGE, Integer.valueOf((meta & 12) == 12 ? 0 : ((meta & 12) >> 2))); } /** * Convert the BlockState into the correct metadata value */ public int getMetaFromState(State state) { int i = 0; i = i | ((Facing)state.getValue(FACING)).getHorizontalIndex(); i = i | ((Integer)state.getValue(DAMAGE)).intValue() << 2; return i; } protected IProperty[] getProperties() { return new IProperty[] {FACING, DAMAGE}; } public Transforms getTransform() { return Transforms.ANVIL; } public Model getModel(ModelProvider provider, String name, State state) { return provider.getModel("anvil_base") .add(2, 0, 2, 14, 4, 14).d().uv(2, 2, 14, 14).rot(180).u().uv(2, 2, 14, 14).rot(180).noCull() .ns().uv(2, 12, 14, 16).noCull().w().uv(0, 2, 4, 14).rot(90).noCull().e().uv(4, 2, 0, 14).rot(270).noCull() .add(4, 4, 3, 12, 5, 13).du().uv(4, 3, 12, 13).rot(180).noCull() .ns().uv(4, 11, 12, 12).noCull().w().uv(4, 3, 5, 13).rot(90).noCull().e().uv(5, 3, 4, 13).rot(270).noCull() .add(6, 5, 4, 10, 10, 12).du().uv(10, 12, 6, 4).rot(180).noCull() .ns().uv(6, 6, 10, 11).noCull().w().uv(5, 4, 10, 12).rot(90).noCull().e().uv(10, 4, 5, 12).rot(270).noCull() .add(3, 10, 0, 13, 16, 16).d().uv(3, 0, 13, 16).rot(180).noCull().u("anvil_top_" + state.getValue(DAMAGE)) .uv(3, 0, 13, 16).rot(180).noCull() .ns().uv(3, 0, 13, 6).noCull().w().uv(10, 0, 16, 16).rot(90).noCull().e().uv(16, 0, 10, 16).rot(270).noCull() .rotate(ModelRotation.getNorthRot(state.getValue(FACING))); } public static class Anvil implements IInteractionObject { private final World world; private final BlockPos position; public Anvil(World worldIn, BlockPos pos) { this.world = worldIn; this.position = pos; } public String getName() { return "anvil"; } public boolean hasCustomName() { return false; } public String getCommandName() { return "Amboss"; } public Container createContainer(InventoryPlayer playerInventory, EntityNPC playerIn) { return new ContainerRepair(playerInventory, this.world, this.position, playerIn); } public String getGuiID() { return "anvil"; } } }